struct UserCmd native { native uint buttons; native int16 pitch; // up/down native int16 yaw; // left/right native int16 roll; // "tilt" native int16 forwardmove; native int16 sidemove; native int16 upmove; } class PlayerPawn : Actor { const CROUCHSPEED = (1./12); // [RH] # of ticks to complete a turn180 const TURN180_TICKS = ((TICRATE / 4) + 1); // 16 pixels of bob const MAXBOB = 16.; int crouchsprite; int MaxHealth; int BonusHealth; int MugShotMaxHealth; int RunHealth; private int PlayerFlags; clearscope Inventory InvFirst; // first inventory item displayed on inventory bar clearscope Inventory InvSel; // selected inventory item Name SoundClass; // Sound class Name Portrait; Name Slot[10]; double HexenArmor[5]; // [GRB] Player class properties double JumpZ; double GruntSpeed; double FallingScreamMinSpeed, FallingScreamMaxSpeed; double ViewHeight; double ForwardMove1, ForwardMove2; double SideMove1, SideMove2; TextureID ScoreIcon; int SpawnMask; Name MorphWeapon; // This should really be a class but it's too late to change now. double AttackZOffset; // attack height, relative to player center double UseRange; // [NS] Distance at which player can +use double AirCapacity; // Multiplier for air supply underwater. Class FlechetteType; color DamageFade; // [CW] Fades for when you are being damaged. double FlyBob; // [B] Fly bobbing mulitplier double ViewBob; // [SP] ViewBob Multiplier double ViewBobSpeed; // [AA] ViewBob speed multiplier double WaterClimbSpeed; // [B] Speed when climbing up walls in water double FullHeight; double curBob; double prevBob; meta Name HealingRadiusType; meta Name InvulMode; meta Name Face; meta int TeleportFreezeTime; meta int ColorRangeStart; // Skin color range meta int ColorRangeEnd; property prefix: Player; property HealRadiusType: HealingradiusType; property InvulnerabilityMode: InvulMode; property AttackZOffset: AttackZOffset; property JumpZ: JumpZ; property GruntSpeed: GruntSpeed; property FallingScreamSpeed: FallingScreamMinSpeed, FallingScreamMaxSpeed; property ViewHeight: ViewHeight; property UseRange: UseRange; property AirCapacity: AirCapacity; property MaxHealth: MaxHealth; property MugshotMaxHealth: MugshotMaxHealth; property RunHealth: RunHealth; property MorphWeapon: MorphWeapon; property FlechetteType: FlechetteType; property Portrait: Portrait; property TeleportFreezeTime: TeleportFreezeTime; property FlyBob: FlyBob; property ViewBob: ViewBob; property ViewBobSpeed: ViewBobSpeed; property WaterClimbSpeed : WaterClimbSpeed; flagdef NoThrustWhenInvul: PlayerFlags, 0; flagdef CanSuperMorph: PlayerFlags, 1; flagdef CrouchableMorph: PlayerFlags, 2; flagdef WeaponLevel2Ended: PlayerFlags, 3; enum EPrivatePlayerFlags { PF_VOODOO_ZOMBIE = 1<<4, } Default { Health 100; Radius 16; Height 56; Mass 100; Painchance 255; Speed 1; +SOLID +SHOOTABLE +DROPOFF +PICKUP +NOTDMATCH +FRIENDLY +SLIDESONWALLS +CANPASS +CANPUSHWALLS +FLOORCLIP +WINDTHRUST +TELESTOMP +NOBLOCKMONST Player.AttackZOffset 8; Player.JumpZ 8; Player.GruntSpeed 12; Player.FallingScreamSpeed 35,40; Player.ViewHeight 41; Player.UseRange 64; Player.ForwardMove 1,1; Player.SideMove 1,1; Player.ColorRange 0,0; Player.SoundClass "player"; Player.DamageScreenColor "ff 00 00"; Player.MugShotMaxHealth 0; Player.FlechetteType "ArtiPoisonBag3"; Player.AirCapacity 1; Player.FlyBob 1; Player.ViewBob 1; Player.ViewBobSpeed 20; Player.WaterClimbSpeed 3.5; Player.TeleportFreezeTime 18; Obituary "$OB_MPDEFAULT"; } //=========================================================================== // // PlayerPawn :: Tick // //=========================================================================== override void Tick() { if (player != NULL && player.mo == self && CanCrouch() && player.playerstate != PST_DEAD) { Height = FullHeight * player.crouchfactor; } else { if (health > 0) Height = FullHeight; } if (player && bWeaponLevel2Ended) { bWeaponLevel2Ended = false; if (player.ReadyWeapon != NULL && player.ReadyWeapon.bPowered_Up) { player.ReadyWeapon.EndPowerup (); } if (player.PendingWeapon != NULL && player.PendingWeapon != WP_NOCHANGE && player.PendingWeapon.bPowered_Up && player.PendingWeapon.SisterWeapon != NULL) { player.PendingWeapon = player.PendingWeapon.SisterWeapon; } } Super.Tick(); } //=========================================================================== // // // //=========================================================================== override void BeginPlay() { Super.BeginPlay (); ChangeStatNum (STAT_PLAYER); FullHeight = Height; if (!SetupCrouchSprite(crouchsprite)) crouchsprite = 0; } //=========================================================================== // // PlayerPawn :: PostBeginPlay // //=========================================================================== override void PostBeginPlay() { Super.PostBeginPlay(); WeaponSlots.SetupWeaponSlots(self); // Voodoo dolls: restore original floorz/ceilingz logic if (player == NULL || player.mo != self) { FindFloorCeiling(FFCF_ONLYSPAWNPOS|FFCF_NOPORTALS); SetZ(floorz); FindFloorCeiling(FFCF_ONLYSPAWNPOS); } else { player.SendPitchLimits(); } } //=========================================================================== // // PlayerPawn :: MarkPrecacheSounds // //=========================================================================== override void MarkPrecacheSounds() { Super.MarkPrecacheSounds(); MarkPlayerSounds(); } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- virtual void PlayIdle () { if (InStateSequence(CurState, SeeState)) SetState (SpawnState); } virtual void PlayRunning () { if (InStateSequence(CurState, SpawnState) && SeeState != NULL) SetState (SeeState); } virtual void PlayAttacking () { if (MissileState != null) SetState (MissileState); } virtual void PlayAttacking2 () { if (MeleeState != null) SetState (MeleeState); } virtual void MorphPlayerThink() { } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- virtual void OnRespawn() { if (sv_respawnprotect && (deathmatch || alwaysapplydmflags)) { let invul = Powerup(Spawn("PowerInvulnerable")); invul.EffectTics = 3 * TICRATE; invul.BlendColor = 0; // don't mess with the view invul.bUndroppable = true; // Don't drop self if (!invul.CallTryPickup(self)) { invul.Destroy(); return; } bRespawnInvul = true; // [RH] special effect } } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- override String GetObituary(Actor victim, Actor inflictor, Name mod, bool playerattack) { if (victim.player != player && victim.IsTeammate(self)) { victim = self; return String.Format("$OB_FRIENDLY%d", random[Obituary](1, 4)); } else { if (mod == 'Telefrag') return "$OB_MPTELEFRAG"; String message; if (inflictor != NULL && inflictor != self) { message = inflictor.GetObituary(victim, inflictor, mod, playerattack); } if (message.Length() == 0 && playerattack && player.ReadyWeapon != NULL) { message = player.ReadyWeapon.GetObituary(victim, inflictor, mod, playerattack); } if (message.Length() == 0) { if (mod == 'BFGSplash') return "$OB_MPBFG_SPLASH"; if (mod == 'Railgun') return "$OB_RAILGUN"; message = Obituary; } return message; } } //---------------------------------------------------------------------------- // // This is for SBARINFO. // //---------------------------------------------------------------------------- clearscope int, int GetEffectTicsForItem(class item) const { let pg = (class)(item); if (pg != null) { let powerupType = (class)(GetDefaultByType(pg).PowerupType); let powerup = Powerup(FindInventory(powerupType)); if(powerup != null) { let maxtics = GetDefaultByType(pg).EffectTics; if (maxtics == 0) maxtics = powerup.default.EffectTics; return powerup.EffectTics, maxtics; } } return -1, -1; } //=========================================================================== // // PlayerPawn :: CheckWeaponSwitch // // Checks if weapons should be changed after picking up ammo // //=========================================================================== void CheckWeaponSwitch(Class ammotype) { let player = self.player; if (!player.GetNeverSwitch() && player.PendingWeapon == WP_NOCHANGE && (player.ReadyWeapon == NULL || player.ReadyWeapon.bWimpy_Weapon)) { let best = BestWeapon (ammotype); if (best != NULL && !best.bNoAutoSwitchTo && (player.ReadyWeapon == NULL || best.SelectionOrder < player.ReadyWeapon.SelectionOrder)) { player.PendingWeapon = best; } } } //--------------------------------------------------------------------------- // // PROC P_FireWeapon // //--------------------------------------------------------------------------- virtual void FireWeapon (State stat) { let player = self.player; let weapn = player.ReadyWeapon; if (weapn == null || !weapn.CheckAmmo (Weapon.PrimaryFire, true)) { return; } player.WeaponState &= ~WF_WEAPONBOBBING; PlayAttacking (); weapn.bAltFire = false; if (stat == null) { stat = weapn.GetAtkState(!!player.refire); } player.SetPsprite(PSP_WEAPON, stat); if (!weapn.bNoAlert) { SoundAlert (self, false); } } //--------------------------------------------------------------------------- // // PROC P_FireWeaponAlt // //--------------------------------------------------------------------------- virtual void FireWeaponAlt (State stat) { let weapn = player.ReadyWeapon; if (weapn == null || weapn.FindState('AltFire') == null || !weapn.CheckAmmo (Weapon.AltFire, true)) { return; } player.WeaponState &= ~WF_WEAPONBOBBING; PlayAttacking (); weapn.bAltFire = true; if (stat == null) { stat = weapn.GetAltAtkState(!!player.refire); } player.SetPsprite(PSP_WEAPON, stat); if (!weapn.bNoAlert) { SoundAlert (self, false); } } //--------------------------------------------------------------------------- // // PROC P_CheckWeaponFire // // The player can fire the weapon. // [RH] This was in A_WeaponReady before, but that only works well when the // weapon's ready frames have a one tic delay. // //--------------------------------------------------------------------------- void CheckWeaponFire () { let player = self.player; let weapon = player.ReadyWeapon; if (weapon == NULL) return; // Check for fire. Some weapons do not auto fire. if ((player.WeaponState & WF_WEAPONREADY) && (player.cmd.buttons & BT_ATTACK)) { if (!player.attackdown || !weapon.bNoAutofire) { player.attackdown = true; FireWeapon (NULL); return; } } else if ((player.WeaponState & WF_WEAPONREADYALT) && (player.cmd.buttons & BT_ALTATTACK)) { if (!player.attackdown || !weapon.bNoAutofire) { player.attackdown = true; FireWeaponAlt (NULL); return; } } else { player.attackdown = false; } } //--------------------------------------------------------------------------- // // PROC P_CheckWeaponChange // // The player can change to another weapon at self time. // [GZ] This was cut from P_CheckWeaponFire. // //--------------------------------------------------------------------------- virtual void CheckWeaponChange () { let player = self.player; if (!player) return; if ((player.WeaponState & WF_DISABLESWITCH) || // Weapon changing has been disabled. Alternative) // Morphed classes cannot change weapons. { // ...so throw away any pending weapon requests. player.PendingWeapon = WP_NOCHANGE; } // Put the weapon away if the player has a pending weapon or has died, and // we're at a place in the state sequence where dropping the weapon is okay. if ((player.PendingWeapon != WP_NOCHANGE || player.health <= 0) && player.WeaponState & WF_WEAPONSWITCHOK) { DropWeapon(); } } //------------------------------------------------------------------------ // // PROC P_MovePsprites // // Called every tic by player thinking routine // //------------------------------------------------------------------------ virtual void TickPSprites() { let player = self.player; let pspr = player.psprites; while (pspr) { // Destroy the psprite if it's from a weapon that isn't currently selected by the player // or if it's from an inventory item that the player no longer owns. if ((pspr.Caller == null || (pspr.Caller is "Inventory" && Inventory(pspr.Caller).Owner != pspr.Owner.mo) || (pspr.Caller is "Weapon" && pspr.Caller != pspr.Owner.ReadyWeapon))) { pspr.Destroy(); } else { pspr.Tick(); } pspr = pspr.Next; } if ((health > 0) || (player.ReadyWeapon != null && !player.ReadyWeapon.bNoDeathInput)) { if (player.ReadyWeapon == null) { if (player.PendingWeapon != WP_NOCHANGE) player.mo.BringUpWeapon(); } else { CheckWeaponChange(); if (player.WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT)) { CheckWeaponFire(); } // Check custom buttons CheckWeaponButtons(); } } } /* ================== = = P_CalcHeight = = Calculate the walking / running height adjustment = ================== */ virtual void CalcHeight() { let player = self.player; double angle; double bob; bool still = false; // Regular movement bobbing // (needs to be calculated for gun swing even if not on ground) // killough 10/98: Make bobbing depend only on player-applied motion. // // Note: don't reduce bobbing here if on ice: if you reduce bobbing here, // it causes bobbing jerkiness when the player moves from ice to non-ice, // and vice-versa. if (player.cheats & CF_NOCLIP2) { player.bob = 0; } else if (bNoGravity && !player.onground) { player.bob = min(abs(0.5 * FlyBob), MAXBOB); } else { player.bob = player.Vel dot player.Vel; if (player.bob == 0) { still = true; } else { player.bob *= player.GetMoveBob(); if (player.bob > MAXBOB) player.bob = MAXBOB; } } double defaultviewheight = ViewHeight + player.crouchviewdelta; if (player.cheats & CF_NOVELOCITY) { player.viewz = pos.Z + defaultviewheight; if (player.viewz > ceilingz-4) player.viewz = ceilingz-4; return; } if (bFly && !GetCVar("FViewBob")) { bob = 0; } else if (still) { if (player.health > 0) { angle = Level.maptime / (120 * TICRATE / 35.) * 360.; bob = player.GetStillBob() * sin(angle); } else { bob = 0; } } else { angle = Level.maptime / (ViewBobSpeed * TICRATE / 35.) * 360.; bob = player.bob * sin(angle) * (waterlevel > 1 ? 0.25f : 0.5f); } // move viewheight if (player.playerstate == PST_LIVE) { player.viewheight += player.deltaviewheight; if (player.viewheight > defaultviewheight) { player.viewheight = defaultviewheight; player.deltaviewheight = 0; } else if (player.viewheight < (defaultviewheight/2)) { player.viewheight = defaultviewheight/2; if (player.deltaviewheight <= 0) player.deltaviewheight = 1 / 65536.; } if (player.deltaviewheight) { player.deltaviewheight += 0.25; if (!player.deltaviewheight) player.deltaviewheight = 1/65536.; } } if (Alternative) { bob = 0; } player.viewz = pos.Z + player.viewheight + (bob * clamp(ViewBob, 0. , 1.5)); // [SP] Allow DECORATE changes to view bobbing speed. if (Floorclip && player.playerstate != PST_DEAD && pos.Z <= floorz) { player.viewz -= Floorclip; } if (player.viewz > ceilingz - 4) { player.viewz = ceilingz - 4; } if (player.viewz < floorz + 4) { player.viewz = floorz + 4; } } //========================================================================== // // P_DeathThink // //========================================================================== virtual void DeathThink () { let player = self.player; int dir; double delta; player.Uncrouch(); TickPSprites(); player.onground = (pos.Z <= floorz); if (self is "PlayerChunk") { // Flying bloody skull or flying ice chunk player.viewheight = 6; player.deltaviewheight = 0; if (player.onground) { if (Pitch > -19.) { double lookDelta = (-19. - Pitch) / 8; Pitch += lookDelta; } } } else if (!bIceCorpse) { // Fall to ground (if not frozen) player.deltaviewheight = 0; if (player.viewheight > 6) { player.viewheight -= 1; } if (player.viewheight < 6) { player.viewheight = 6; } if (Pitch < 0) { Pitch += 3; } else if (Pitch > 0) { Pitch -= 3; } if (abs(Pitch) < 3) { Pitch = 0.; } } player.mo.CalcHeight (); if (player.attacker && player.attacker != self) { // Watch killer double diff = deltaangle(angle, AngleTo(player.attacker)); double delta = abs(diff); if (delta < 10) { // Looking at killer, so fade damage and poison counters if (player.damagecount) { player.damagecount--; } if (player.poisoncount) { player.poisoncount--; } } delta /= 8; Angle += clamp(diff, -5., 5.); } else { if (player.damagecount) { player.damagecount--; } if (player.poisoncount) { player.poisoncount--; } } if ((player.cmd.buttons & BT_USE || ((deathmatch || alwaysapplydmflags) && sv_forcerespawn)) && !sv_norespawn) { if (Level.maptime >= player.respawn_time || ((player.cmd.buttons & BT_USE) && player.Bot == NULL)) { player.cls = NULL; // Force a new class if the player is using a random class player.playerstate = (multiplayer || level.AllowRespawn || sv_singleplayerrespawn || G_SkillPropertyInt(SKILLP_PlayerRespawn)) ? PST_REBORN : PST_ENTER; if (special1 > 2) { special1 = 0; } } } } //=========================================================================== // // PlayerPawn :: Die // //=========================================================================== override void Die (Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath) { Super.Die (source, inflictor, dmgflags, MeansOfDeath); if (player != NULL && player.mo == self) player.bonuscount = 0; // [RL0] To allow voodoo zombies, don't kill the player together with voodoo dolls if the compat flag is enabled if (player != NULL && player.mo != self && !(Level.compatflags2 & COMPATF2_VOODOO_ZOMBIES)) { // Make the real player die, too player.mo.Die (source, inflictor, dmgflags, MeansOfDeath); } else { // [RL0] player.mo == self will always be true if COMPATF2_VOODOO_ZOMBIES is false, so there's no need to check the compatflag here too, just self if (player != NULL && sv_weapondrop && player.mo == self) { // Voodoo dolls don't drop weapons let weap = player.ReadyWeapon; if (weap != NULL) { // kgDROP - start - modified copy from a_action.cpp let di = weap.GetDropItems(); if (di != NULL) { while (di != NULL) { if (di.Name != 'None') { class ti = di.Name; if (ti) A_DropItem (ti, di.Amount, di.Probability); } di = di.Next; } } else if (weap.SpawnState != NULL && weap.SpawnState != GetDefaultByType('Actor').SpawnState) { let weapitem = Weapon(A_DropItem (weap.GetClass(), -1, 256)); if (weapitem) { if (weap.AmmoGive1 && weap.Ammo1) { weapitem.AmmoGive1 = weap.Ammo1.Amount; } if (weap.AmmoGive2 && weap.Ammo2) { weapitem.AmmoGive2 = weap.Ammo2.Amount; } weapitem.bIgnoreSkill = true; } } else { let item = Inventory(A_DropItem (weap.AmmoType1, -1, 256)); if (item != NULL) { item.Amount = weap.Ammo1.Amount; item.bIgnoreSkill = true; } item = Inventory(A_DropItem (weap.AmmoType2, -1, 256)); if (item != NULL) { item.Amount = weap.Ammo2.Amount; item.bIgnoreSkill = true; } } } } if (!multiplayer && level.deathsequence != 'None') { level.StartIntermission(level.deathsequence, FSTATE_EndingGame); } } } //=========================================================================== // // PlayerPawn :: FilterCoopRespawnInventory // // When respawning in coop, this function is called to walk through the dead // player's inventory and modify it according to the current game flags so // that it can be transferred to the new live player. This player currently // has the default inventory, and the oldplayer has the inventory at the time // of death. // //=========================================================================== void FilterCoopRespawnInventory (PlayerPawn oldplayer, Weapon curHeldWeapon = null) { // If we're losing everything, this is really simple. if (sv_cooploseinventory) { oldplayer.DestroyAllInventory(); return; } // Make sure to get the real held weapon before messing with the inventory. if (curHeldWeapon && curHeldWeapon.bPowered_Up) curHeldWeapon = curHeldWeapon.SisterWeapon; // Walk through the old player's inventory and destroy or modify // according to dmflags. Inventory next; for (Inventory item = oldplayer.Inv; item != NULL; item = next) { next = item.Inv; // If this item is part of the default inventory, we never want // to destroy it, although we might want to copy the default // inventory amount. let defitem = FindInventory (item.GetClass()); if ((sv_cooplosekeys && !sv_coopsharekeys) && defitem == NULL && item is 'Key') { item.Destroy(); } else if (sv_cooploseweapons && defitem == NULL && item is 'Weapon') { item.Destroy(); } else if (sv_cooplosearmor && item is 'Armor') { if (defitem == NULL) { item.Destroy(); } else if (item is 'BasicArmor') { BasicArmor(item).SavePercent = BasicArmor(defitem).SavePercent; item.Amount = defitem.Amount; } else if (item is 'HexenArmor') { let to = HexenArmor(item); let from = HexenArmor(defitem); to.Slots[0] = from.Slots[0]; to.Slots[1] = from.Slots[1]; to.Slots[2] = from.Slots[2]; to.Slots[3] = from.Slots[3]; } } else if (sv_cooplosepowerups && defitem == NULL && item is 'Powerup') { item.Destroy(); } else if ((sv_cooploseammo || sv_coophalveammo) && item is 'Ammo') { if (defitem == NULL) { if (sv_cooploseammo) { // Do NOT destroy the ammo, because a weapon might reference it. item.Amount = 0; } else if (item.Amount > 1) { item.Amount /= 2; } } else { // When set to lose ammo, you get to keep all your starting ammo. // When set to halve ammo, you won't be left with less than your starting amount. if (sv_cooploseammo) { item.Amount = defitem.Amount; } else if (item.Amount > 1) { item.Amount = MAX(item.Amount / 2, defitem.Amount); } } } } // Now destroy the default inventory this player is holding and move // over the old player's remaining inventory. DestroyAllInventory(); ObtainInventory (oldplayer); player.ReadyWeapon = NULL; if (curHeldWeapon && curHeldWeapon.owner == self && curHeldWeapon.CheckAmmo(Weapon.EitherFire, false)) { player.PendingWeapon = curHeldWeapon; BringUpWeapon(); } else { PickNewWeapon (NULL); } } //---------------------------------------------------------------------------- // // PROC P_CheckFOV // //---------------------------------------------------------------------------- virtual void CheckFOV() { let player = self.player; if (!player) return; // [RH] Zoom the player's FOV float desired = player.DesiredFOV; // Adjust FOV using on the currently held weapon. if (player.playerstate != PST_DEAD && // No adjustment while dead. player.ReadyWeapon != NULL && // No adjustment if no weapon. player.ReadyWeapon.FOVScale != 0) // No adjustment if the adjustment is zero. { // A negative scale is used to prevent G_AddViewAngle/G_AddViewPitch // from scaling with the FOV scale. desired *= abs(player.ReadyWeapon.FOVScale); } if (player.FOV != desired) { if (abs(player.FOV - desired) < 7.) { player.FOV = desired; } else { float zoom = MAX(7., abs(player.FOV - desired) * 0.025); if (player.FOV > desired) { player.FOV = player.FOV - zoom; } else { player.FOV = player.FOV + zoom; } } } } //---------------------------------------------------------------------------- // // PROC P_CheckCheats // //---------------------------------------------------------------------------- virtual void CheckCheats() { let player = self.player; // No-clip cheat if ((player.cheats & (CF_NOCLIP | CF_NOCLIP2)) == CF_NOCLIP2) { // No noclip2 without noclip player.cheats &= ~CF_NOCLIP2; } bNoClip = (player.cheats & (CF_NOCLIP | CF_NOCLIP2) || Default.bNoClip); if (player.cheats & CF_NOCLIP2) { bNoGravity = true; } else if (!bFly && !Default.bNoGravity) { bNoGravity = false; } } //---------------------------------------------------------------------------- // // PROC P_CheckFrozen // //---------------------------------------------------------------------------- virtual bool CheckFrozen() { let player = self.player; UserCmd cmd = player.cmd; bool totallyfrozen = player.IsTotallyFrozen(); // [RH] Being totally frozen zeros out most input parameters. if (totallyfrozen) { if (gamestate == GS_TITLELEVEL) { cmd.buttons = 0; } else { cmd.buttons &= BT_USE; } cmd.pitch = 0; cmd.yaw = 0; cmd.roll = 0; cmd.forwardmove = 0; cmd.sidemove = 0; cmd.upmove = 0; player.turnticks = 0; } else if (player.cheats & CF_FROZEN) { cmd.forwardmove = 0; cmd.sidemove = 0; cmd.upmove = 0; } return totallyfrozen; } virtual bool CanCrouch() const { return !Alternative || bCrouchableMorph; } //---------------------------------------------------------------------------- // // PROC P_CrouchMove // //---------------------------------------------------------------------------- virtual void CrouchMove(int direction) { let player = self.player; double defaultheight = FullHeight; double savedheight = Height; double crouchspeed = direction * CROUCHSPEED; double oldheight = player.viewheight; player.crouchdir = direction; player.crouchfactor += crouchspeed; // check whether the move is ok Height = defaultheight * player.crouchfactor; if (!TryMove(Pos.XY, false, NULL)) { Height = savedheight; if (direction > 0) { // doesn't fit player.crouchfactor -= crouchspeed; return; } } Height = savedheight; player.crouchfactor = clamp(player.crouchfactor, 0.5, 1.); player.viewheight = ViewHeight * player.crouchfactor; player.crouchviewdelta = player.viewheight - ViewHeight; // Check for eyes going above/below fake floor due to crouching motion. CheckFakeFloorTriggers(pos.Z + oldheight, true); } //---------------------------------------------------------------------------- // // PROC P_CheckCrouch // //---------------------------------------------------------------------------- virtual void CheckCrouch(bool totallyfrozen) { let player = self.player; UserCmd cmd = player.cmd; if (cmd.buttons & BT_JUMP) { cmd.buttons &= ~BT_CROUCH; } if (CanCrouch() && player.health > 0 && level.IsCrouchingAllowed()) { if (!totallyfrozen) { int crouchdir = player.crouching; if (crouchdir == 0) { crouchdir = (cmd.buttons & BT_CROUCH) ? -1 : 1; } else if (cmd.buttons & BT_CROUCH) { player.crouching = 0; } if (crouchdir == 1 && player.crouchfactor < 1 && pos.Z + height < ceilingz) { CrouchMove(1); } else if (crouchdir == -1 && player.crouchfactor > 0.5) { CrouchMove(-1); } } } else { player.Uncrouch(); } player.crouchoffset = -(ViewHeight) * (1 - player.crouchfactor); } //---------------------------------------------------------------------------- // // P_Thrust // // moves the given origin along a given angle // //---------------------------------------------------------------------------- void ForwardThrust (double move, double angle) { if ((waterlevel || bNoGravity) && Pitch != 0 && !player.GetClassicFlight()) { double zpush = move * sin(Pitch); if (waterlevel && waterlevel < 2 && zpush < 0) zpush = 0; Vel.Z -= zpush; move *= cos(Pitch); } Thrust(move, angle); } //---------------------------------------------------------------------------- // // P_Bob // Same as P_Thrust, but only affects bobbing. // // killough 10/98: We apply thrust separately between the real physical player // and the part which affects bobbing. This way, bobbing only comes from player // motion, nothing external, avoiding many problems, e.g. bobbing should not // occur on conveyors, unless the player walks on one, and bobbing should be // reduced at a regular rate, even on ice (where the player coasts). // //---------------------------------------------------------------------------- void Bob (double angle, double move, bool forward) { if (forward && (waterlevel || bNoGravity) && Pitch != 0) { move *= cos(Pitch); } player.Vel += AngleToVector(angle, move); } //=========================================================================== // // PlayerPawn :: TweakSpeeds // //=========================================================================== virtual double, double TweakSpeeds (double forward, double side) { // Strife's player can't run when its health is below 10 if (health <= RunHealth) { forward = clamp(forward, -gameinfo.normforwardmove[0]*256, gameinfo.normforwardmove[0]*256); side = clamp(side, -gameinfo.normsidemove[0]*256, gameinfo.normsidemove[0]*256); } // [GRB] if (abs(forward) < 0x3200) { forward *= ForwardMove1; } else { forward *= ForwardMove2; } if (abs(side) < 0x2800) { side *= SideMove1; } else { side *= SideMove2; } if (!Alternative) { double factor = 1.; for(let it = Inv; it != null; it = it.Inv) { factor *= it.GetSpeedFactor (); } forward *= factor; side *= factor; } return forward, side; } virtual void ApplyAirControl(out double movefactor, out double bobfactor) { movefactor *= level.aircontrol; bobfactor *= level.aircontrol; } //---------------------------------------------------------------------------- // // PROC P_MovePlayer // //---------------------------------------------------------------------------- virtual void MovePlayer () { let player = self.player; UserCmd cmd = player.cmd; // [RH] 180-degree turn overrides all other yaws if (player.turnticks) { player.turnticks--; Angle += (180. / TURN180_TICKS); } else { Angle += cmd.yaw * (360./65536.); } player.onground = (pos.z <= floorz) || bOnMobj || bMBFBouncer || (player.cheats & CF_NOCLIP2); // killough 10/98: // // We must apply thrust to the player and bobbing separately, to avoid // anomalies. The thrust applied to bobbing is always the same strength on // ice, because the player still "works just as hard" to move, while the // thrust applied to the movement varies with 'movefactor'. if (cmd.forwardmove | cmd.sidemove) { double forwardmove, sidemove; double bobfactor; double friction, movefactor; double fm, sm; [friction, movefactor] = GetFriction(); bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR; if (!player.onground && !bNoGravity && !waterlevel) { // [RH] allow very limited movement if not on ground. // [AA] but also allow authors to override it. ApplyAirControl(movefactor, bobfactor); } fm = cmd.forwardmove; sm = cmd.sidemove; [fm, sm] = TweakSpeeds (fm, sm); fm *= Speed / 256; sm *= Speed / 256; // When crouching, speed and bobbing have to be reduced if (CanCrouch() && player.crouchfactor != 1) { fm *= player.crouchfactor; sm *= player.crouchfactor; bobfactor *= player.crouchfactor; } forwardmove = fm * movefactor * (35 / TICRATE); sidemove = sm * movefactor * (35 / TICRATE); if (forwardmove) { Bob(Angle, cmd.forwardmove * bobfactor / 256., true); ForwardThrust(forwardmove, Angle); } if (sidemove) { let a = Angle - 90; Bob(a, cmd.sidemove * bobfactor / 256., false); Thrust(sidemove, a); } if (!(player.cheats & CF_PREDICTING) && (forwardmove != 0 || sidemove != 0)) { PlayRunning (); } if (player.cheats & CF_REVERTPLEASE) { player.cheats &= ~CF_REVERTPLEASE; player.camera = player.mo; } } } //---------------------------------------------------------------------------- // // PROC P_CheckPitch // //---------------------------------------------------------------------------- virtual void CheckPitch() { let player = self.player; // [RH] Look up/down stuff if (!level.IsFreelookAllowed()) { Pitch = 0.; } else { // The player's view pitch is clamped between -32 and +56 degrees, // which translates to about half a screen height up and (more than) // one full screen height down from straight ahead when view panning // is used. int clook = player.cmd.pitch; if (clook != 0) { if (clook == -32768) { // center view player.centering = true; } else if (!player.centering) { // no more overflows with floating point. Yay! :) Pitch = clamp(Pitch - clook * (360. / 65536.), player.MinPitch, player.MaxPitch); } } } if (player.centering) { if (abs(Pitch) > 2.) { Pitch *= (2. / 3.); } else { Pitch = 0.; player.centering = false; if (PlayerNumber() == consoleplayer) { LocalViewPitch = 0; } } } } //---------------------------------------------------------------------------- // // PROC P_CheckJump // //---------------------------------------------------------------------------- virtual void CheckJump() { let player = self.player; // [RH] check for jump if (player.cmd.buttons & BT_JUMP) { if (player.crouchoffset != 0) { // Jumping while crouching will force an un-crouch but not jump player.crouching = 1; } else if (waterlevel >= 2) { Vel.Z = 4 * Speed; } else if (bNoGravity) { Vel.Z = 3.; } else if (level.IsJumpingAllowed() && player.onground && player.jumpTics == 0) { double jumpvelz = JumpZ * 35 / TICRATE; double jumpfac = 0; // [BC] If the player has the high jump power, double his jump velocity. // (actually, pick the best factors from all active items.) for (let p = Inv; p != null; p = p.Inv) { let pp = PowerHighJump(p); if (pp) { double f = pp.Strength; if (f > jumpfac) jumpfac = f; } } if (jumpfac > 0) jumpvelz *= jumpfac; Vel.Z += jumpvelz; bOnMobj = false; player.jumpTics = -1; if (!(player.cheats & CF_PREDICTING)) A_StartSound("*jump", CHAN_BODY); } } } //---------------------------------------------------------------------------- // // PROC P_CheckMoveUpDown // //---------------------------------------------------------------------------- virtual void CheckMoveUpDown() { let player = self.player; UserCmd cmd = player.cmd; if (cmd.upmove == -32768) { // Only land if in the air if (bNoGravity && waterlevel < 2) { bNoGravity = false; } } else if (cmd.upmove != 0) { // Clamp the speed to some reasonable maximum. cmd.upmove = clamp(cmd.upmove, -0x300, 0x300); if (waterlevel >= 2 || bFly || (player.cheats & CF_NOCLIP2)) { Vel.Z = Speed * cmd.upmove / 128.; if (waterlevel < 2 && !bNoGravity) { bFly = true; bNoGravity = true; if ((Vel.Z <= -39) && !(player.cheats & CF_PREDICTING)) { // Stop falling scream A_StopSound(CHAN_VOICE); } } } else if (cmd.upmove > 0 && !(player.cheats & CF_PREDICTING)) { let fly = FindInventory("ArtiFly"); if (fly != NULL) { UseInventory(fly); } } } } //---------------------------------------------------------------------------- // // PROC P_HandleMovement // //---------------------------------------------------------------------------- virtual void HandleMovement() { let player = self.player; // [RH] Check for fast turn around if (player.cmd.buttons & BT_TURN180 && !(player.oldbuttons & BT_TURN180)) { player.turnticks = TURN180_TICKS; } // Handle movement if (reactiontime) { // Player is frozen reactiontime--; } else { MovePlayer(); CheckJump(); CheckMoveUpDown(); } } //---------------------------------------------------------------------------- // // PROC P_CheckUndoMorph // //---------------------------------------------------------------------------- virtual void CheckUndoMorph() { let player = self.player; // Morph counter if (Alternative) { if (player.chickenPeck) { // Chicken attack counter player.chickenPeck -= 3; } if (player.MorphTics && !--player.MorphTics) { // Attempt to undo the chicken/pig Unmorph(self, MRF_UNDOBYTIMEOUT); } } } //---------------------------------------------------------------------------- // // PROC P_CheckPoison // //---------------------------------------------------------------------------- virtual void CheckPoison() { let player = self.player; if (player.poisoncount && !(Level.maptime & 15)) { player.poisoncount -= 5; if (player.poisoncount < 0) { player.poisoncount = 0; } player.PoisonDamage(player.poisoner, 1, true); } } //---------------------------------------------------------------------------- // // PROC P_CheckDegeneration // //---------------------------------------------------------------------------- virtual void CheckDegeneration() { // Apply degeneration. if (sv_degeneration) { let player = self.player; int maxhealth = GetMaxHealth(true); if ((Level.maptime % TICRATE) == 0 && player.health > maxhealth) { if (player.health - 5 < maxhealth) player.health = maxhealth; else player.health--; health = player.health; } } } //---------------------------------------------------------------------------- // // PROC P_CheckAirSupply // //---------------------------------------------------------------------------- virtual void CheckAirSupply() { // Handle air supply //if (level.airsupply > 0) { let player = self.player; if (waterlevel < 3 || (bInvulnerable) || (player.cheats & (CF_GODMODE | CF_NOCLIP2)) || (player.cheats & CF_GODMODE2)) { ResetAirSupply(); } else if (player.air_finished <= Level.maptime && !(Level.maptime & 31)) { DamageMobj(NULL, NULL, 2 + ((Level.maptime - player.air_finished) / TICRATE), 'Drowning'); } } } //---------------------------------------------------------------------------- // // PROC P_PlayerThink // //---------------------------------------------------------------------------- virtual void PlayerThink() { let player = self.player; UserCmd cmd = player.cmd; // [RL0] Mark players that became zombies (this stays even if they 'revive' by healing, until a level change) if((Level.compatflags2 & COMPATF2_VOODOO_ZOMBIES) && player.health <= 0 && player.mo.health > 0) { PlayerFlags |= PF_VOODOO_ZOMBIE; } CheckFOV(); if (player.inventorytics) { player.inventorytics--; } CheckCheats(); if (bJustAttacked) { // Chainsaw/Gauntlets attack auto forward motion cmd.yaw = 0; cmd.forwardmove = 0xc800/2; cmd.sidemove = 0; bJustAttacked = false; } bool totallyfrozen = CheckFrozen(); // Handle crouching CheckCrouch(totallyfrozen); CheckMusicChange(); if (player.playerstate == PST_DEAD) { DeathThink (); return; } if (player.jumpTics != 0) { player.jumpTics--; if (player.onground && player.jumpTics < -18) { player.jumpTics = 0; } } if (Alternative && !(player.cheats & CF_PREDICTING)) { MorphPlayerThink (); } CheckPitch(); HandleMovement(); CalcHeight (); if (!(player.cheats & CF_PREDICTING)) { CheckEnvironment(); // Note that after this point the PlayerPawn may have changed due to getting unmorphed or getting its skull popped so 'self' is no longer safe to use. // This also must not read mo into a local variable because several functions in this block can change the attached PlayerPawn. player.mo.CheckUse(); player.mo.CheckUndoMorph(); // Cycle psprites. player.mo.TickPSprites(); // Other Counters if (player.damagecount) player.damagecount--; if (player.bonuscount) player.bonuscount--; if (player.hazardcount) { player.hazardcount--; if (player.hazardinterval <= 0) player.hazardinterval = 32; // repair invalid hazardinterval if (!(Level.maptime % player.hazardinterval) && player.hazardcount > 16*TICRATE) player.mo.DamageMobj (NULL, NULL, 5, player.hazardtype); } player.mo.CheckPoison(); player.mo.CheckDegeneration(); player.mo.CheckAirSupply(); } } //--------------------------------------------------------------------------- // // PROC P_BringUpWeapon // // Starts bringing the pending weapon up from the bottom of the screen. // This is only called to start the rising, not throughout it. // //--------------------------------------------------------------------------- void BringUpWeapon () { // [RL0] Don't bring up weapon when in a voodoo zombie state if(PlayerFlags & PF_VOODOO_ZOMBIE) return; let player = self.player; if (player.PendingWeapon == WP_NOCHANGE) { if (player.ReadyWeapon != null) { let psp = player.GetPSprite(PSP_WEAPON); if (psp) { psp.y = WEAPONTOP; player.ReadyWeapon.ResetPSprite(psp); } player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState()); } return; } let weapon = player.PendingWeapon; // If the player has a tome of power, use self weapon's powered up // version, if one is available. if (weapon != null && weapon.SisterWeapon && weapon.SisterWeapon.bPowered_Up && player.mo.FindInventory ('PowerWeaponLevel2', true)) { weapon = weapon.SisterWeapon; } player.PendingWeapon = WP_NOCHANGE; player.ReadyWeapon = weapon; player.mo.weaponspecial = 0; if (weapon != null) { weapon.PlayUpSound(self); player.refire = 0; let psp = player.GetPSprite(PSP_WEAPON); if (psp) psp.y = player.cheats & CF_INSTANTWEAPSWITCH? WEAPONTOP : WEAPONBOTTOM; // make sure that the previous weapon's flash state is terminated. // When coming here from a weapon drop it may still be active. player.SetPsprite(PSP_FLASH, null); player.SetPsprite(PSP_WEAPON, weapon.GetUpState()); } } //=========================================================================== // // PlayerPawn :: BestWeapon // // Returns the best weapon a player has, possibly restricted to a single // type of ammo. // //=========================================================================== Weapon BestWeapon(Class ammotype) { Weapon bestMatch = NULL; int bestOrder = int.max; Inventory item; bool tomed = !!FindInventory ('PowerWeaponLevel2', true); // Find the best weapon the player has. for (item = Inv; item != NULL; item = item.Inv) { let weap = Weapon(item); if (weap == null) continue; // Don't select it if it's worse than what was already found. if (weap.SelectionOrder > bestOrder) continue; // Don't select it if its primary fire doesn't use the desired ammo. if (ammotype != NULL && (weap.Ammo1 == NULL || weap.Ammo1.GetClass() != ammotype)) continue; // Don't select it if the Tome is active and self isn't the powered-up version. if (tomed && weap.SisterWeapon != NULL && weap.SisterWeapon.bPowered_Up) continue; // Don't select it if it's powered-up and the Tome is not active. if (!tomed && weap.bPowered_Up) continue; // Don't select it if there isn't enough ammo to use its primary fire. if (!(weap.bAMMO_OPTIONAL) && !weap.CheckAmmo (Weapon.PrimaryFire, false)) continue; // Don't select if if there isn't enough ammo as determined by the weapon's author. if (weap.MinSelAmmo1 > 0 && (weap.Ammo1 == NULL || weap.Ammo1.Amount < weap.MinSelAmmo1)) continue; if (weap.MinSelAmmo2 > 0 && (weap.Ammo2 == NULL || weap.Ammo2.Amount < weap.MinSelAmmo2)) continue; // This weapon is usable! bestOrder = weap.SelectionOrder; bestMatch = weap; } return bestMatch; } //--------------------------------------------------------------------------- // // PROC P_DropWeapon // // The player died, so put the weapon away. // //--------------------------------------------------------------------------- void DropWeapon () { let player = self.player; if (player == null) { return; } // Since the weapon is dropping, stop blocking switching. player.WeaponState &= ~WF_DISABLESWITCH; Weapon weap = player.ReadyWeapon; if ((weap != null) && (player.health > 0 || !weap.bNoDeathDeselect)) { player.SetPsprite(PSP_WEAPON, weap.GetDownState()); } } //=========================================================================== // // PlayerPawn :: PickNewWeapon // // Picks a new weapon for this player. Used mostly for running out of ammo, // but it also works when an ACS script explicitly takes the ready weapon // away or the player picks up some ammo they had previously run out of. // //=========================================================================== Weapon PickNewWeapon(Class ammotype) { Weapon best = BestWeapon (ammotype); if (best != NULL) { player.PendingWeapon = best; if (player.ReadyWeapon != NULL) { DropWeapon(); } else if (player.PendingWeapon != WP_NOCHANGE) { BringUpWeapon (); } } return best; } //=========================================================================== // // PlayerPawn :: GiveDefaultInventory // //=========================================================================== virtual void GiveDefaultInventory () { let player = self.player; if (player == NULL) return; // HexenArmor must always be the first item in the inventory because // it provides player class based protection that should not affect // any other protection item. let myclass = GetClass(); GiveInventoryType('HexenArmor'); let harmor = HexenArmor(FindInventory('HexenArmor')); harmor.Slots[4] = self.HexenArmor[0]; for (int i = 0; i < 4; ++i) { harmor.SlotsIncrement[i] = self.HexenArmor[i + 1]; } // BasicArmor must come right after that. It should not affect any // other protection item as well but needs to process the damage // before the HexenArmor does. GiveInventoryType('BasicArmor'); // Now add the items from the DECORATE definition let di = GetDropItems(); while (di) { Class ti = di.Name; if (ti) { let tinv = (class)(ti); if (!tinv) { Console.Printf(TEXTCOLOR_ORANGE .. "%s is not an inventory item and cannot be given to a player as start item.\n", di.Name); } else { let item = FindInventory(tinv); if (item != NULL) { item.Amount = clamp( item.Amount + (di.Amount ? di.Amount : item.default.Amount), 0, item.MaxAmount); } else { item = Inventory(Spawn(ti)); item.bIgnoreSkill = true; // no skill multipliers here item.Amount = di.Amount; let weap = Weapon(item); if (weap) { // To allow better control any weapon is emptied of // ammo before being given to the player. weap.AmmoGive1 = weap.AmmoGive2 = 0; } bool res; Actor check; [res, check] = item.CallTryPickup(self); if (!res) { item.Destroy(); item = NULL; } else if (check != self) { // Player was morphed. This is illegal at game start. // This problem is only detectable when it's too late to do something about it... ThrowAbortException("Cannot give morph item '%s' when starting a game!", di.Name); } } let weap = Weapon(item); if (weap != NULL && weap.CheckAmmo(Weapon.EitherFire, false)) { player.ReadyWeapon = player.PendingWeapon = weap; } } } di = di.Next; } } //=========================================================================== // // PlayerPawn :: GiveDeathmatchInventory // // Gives players items they should have in addition to their default // inventory when playing deathmatch. (i.e. all keys) // //=========================================================================== virtual void GiveDeathmatchInventory() { for ( int i = 0; i < AllActorClasses.Size(); ++i) { let cls = (class)(AllActorClasses[i]); if (cls) { let keyobj = GetDefaultByType(cls); if (keyobj.special1 != 0) { GiveInventoryType(cls); } } } } //=========================================================================== // // // //=========================================================================== override int GetMaxHealth(bool withupgrades) const { int ret = MaxHealth > 0? MaxHealth : ((Level.compatflags & COMPATF_DEHHEALTH)? 100 : deh.MaxHealth); if (withupgrades) ret += stamina + BonusHealth; return ret; } //=========================================================================== // // // //=========================================================================== virtual int GetTeleportFreezeTime() { if (TeleportFreezeTime <= 0) return 0; let item = inv; while (item != null) { if (item.GetNoTeleportFreeze()) return 0; item = item.inv; } return TeleportFreezeTime; } //=========================================================================== // // G_PlayerFinishLevel // Called when a player completes a level. // // flags is checked for RESETINVENTORY and RESETHEALTH only. // //=========================================================================== void PlayerFinishLevel (int mode, int flags) { // [RL0] Handle player exit behavior for voodoo zombies if(PlayerFlags & PF_VOODOO_ZOMBIE) { if(player.health > 0) { PlayerFlags &= ~PF_VOODOO_ZOMBIE; } else { bShootable = false; bKilled = true; } } Inventory item, next; let p = player; if (Alternative) { // Undo morph Unmorph(self, force: true); } // 'self' will be no longer valid from here on in case of an unmorph let me = p.mo; // Strip all current powers, unless moving in a hub and the power is okay to keep. item = me.Inv; while (item != NULL) { next = item.Inv; if (item is 'Powerup') { if (deathmatch || ((mode != FINISH_SameHub || !item.bHUBPOWER) && !item.bPERSISTENTPOWER)) // Keep persistent powers in non-deathmatch games { item.Destroy (); } } item = next; } let ReadyWeapon = p.ReadyWeapon; if (ReadyWeapon != NULL && ReadyWeapon.bPOWERED_UP && p.PendingWeapon == ReadyWeapon.SisterWeapon) { // Unselect powered up weapons if the unpowered counterpart is pending p.ReadyWeapon = p.PendingWeapon; } // reset invisibility to default me.RestoreRenderStyle(); p.extralight = 0; // cancel gun flashes p.fixedcolormap = PlayerInfo.NOFIXEDCOLORMAP; // cancel ir goggles p.fixedlightlevel = -1; p.damagecount = 0; // no palette changes p.bonuscount = 0; p.poisoncount = 0; p.inventorytics = 0; if (mode != FINISH_SameHub) { // Take away flight and keys (and anything else with IF_INTERHUBSTRIP set) item = me.Inv; while (item != NULL) { next = item.Inv; if (item.InterHubAmount < 1) { item.DepleteOrDestroy (); } item = next; } } if (mode == FINISH_NoHub && !level.KEEPFULLINVENTORY) { // Reduce all owned (visible) inventory to defined maximum interhub amount Array todelete; for (item = me.Inv; item != NULL; item = item.Inv) { // If the player is carrying more samples of an item than allowed, reduce amount accordingly if (item.bINVBAR && item.Amount > item.InterHubAmount) { item.Amount = item.InterHubAmount; if (level.REMOVEITEMS && !item.bUNDROPPABLE && !item.bUNCLEARABLE) { todelete.Push(item); } } } for (int i = 0; i < toDelete.Size(); i++) { let it = toDelete[i]; if (!it.bDestroyed) { it.DepleteOrDestroy(); } } } // Resets player health to default if not dead. if ((flags & CHANGELEVEL_RESETHEALTH) && p.playerstate != PST_DEAD) { p.health = me.health = me.SpawnHealth(); } // Clears the entire inventory and gives back the defaults for starting a game if ((flags & CHANGELEVEL_RESETINVENTORY) && p.playerstate != PST_DEAD) { me.ClearInventory(); me.GiveDefaultInventory(); } // [MK] notify self and inventory that we're about to travel // this must be called here so these functions can still have a // chance to alter the world before a snapshot is done in hubs me.PreTravelled(); for (item = me.Inv; item != NULL; item = item.Inv) { item.PreTravelled(); } } //=========================================================================== // // FWeaponSlot :: PickWeapon // // Picks a weapon from this slot. If no weapon is selected in this slot, // or the first weapon in this slot is selected, returns the last weapon. // Otherwise, returns the previous weapon in this slot. This means // precedence is given to the last weapon in the slot, which by convention // is probably the strongest. Does not return weapons you have no ammo // for or which you do not possess. // //=========================================================================== virtual Weapon PickWeapon(int slot, bool checkammo) { int i, j; let player = self.player; int Size = player.weapons.SlotSize(slot); // Does this slot even have any weapons? if (Size == 0) { return player.ReadyWeapon; } let ReadyWeapon = player.ReadyWeapon; if (ReadyWeapon != null) { for (i = 0; i < Size; i++) { let weapontype = player.weapons.GetWeapon(slot, i); if (weapontype == ReadyWeapon.GetClass() || (ReadyWeapon.bPOWERED_UP && ReadyWeapon.SisterWeapon != null && ReadyWeapon.SisterWeapon.GetClass() == weapontype)) { for (j = (i == 0 ? Size - 1 : i - 1); j != i; j = (j == 0 ? Size - 1 : j - 1)) { let weapontype2 = player.weapons.GetWeapon(slot, j); let weap = Weapon(player.mo.FindInventory(weapontype2)); if (weap != null) { if (!checkammo || weap.CheckAmmo(Weapon.EitherFire, false)) { return weap; } } } } } } for (i = Size - 1; i >= 0; i--) { let weapontype = player.weapons.GetWeapon(slot, i); let weap = Weapon(player.mo.FindInventory(weapontype)); if (weap != null) { if (!checkammo || weap.CheckAmmo(Weapon.EitherFire, false)) { return weap; } } } return ReadyWeapon; } //=========================================================================== // // FindMostRecentWeapon // // Locates the slot and index for the most recently selected weapon. If the // player is in the process of switching to a new weapon, that is the most // recently selected weapon. Otherwise, the current weapon is the most recent // weapon. // //=========================================================================== bool, int, int FindMostRecentWeapon() { let player = self.player; let ReadyWeapon = player.ReadyWeapon; if (player.PendingWeapon != WP_NOCHANGE) { // Workaround for the current inability bool found; int slot; int index; [found, slot, index] = player.weapons.LocateWeapon(player.PendingWeapon.GetClass()); return found, slot, index; } else if (ReadyWeapon != null) { bool found; int slot; int index; [found, slot, index] = player.weapons.LocateWeapon(ReadyWeapon.GetClass()); if (!found) { // If the current weapon wasn't found and is powered up, // look for its non-powered up version. if (ReadyWeapon.bPOWERED_UP && ReadyWeapon.SisterWeaponType != null) { [found, slot, index] = player.weapons.LocateWeapon(ReadyWeapon.SisterWeaponType); return found, slot, index; } return false, 0, 0; } return true, slot, index; } else { return false, 0, 0; } } //=========================================================================== // // FWeaponSlots :: PickNextWeapon // // Returns the "next" weapon for this player. If the current weapon is not // in a slot, then it just returns that weapon, since there's nothing to // consider it relative to. // //=========================================================================== const NUM_WEAPON_SLOTS = 10; virtual Weapon PickNextWeapon() { let player = self.player; bool found; int startslot, startindex; int slotschecked = 0; [found, startslot, startindex] = FindMostRecentWeapon(); let ReadyWeapon = player.ReadyWeapon; if (ReadyWeapon == null || found) { int slot; int index; if (ReadyWeapon == null) { startslot = NUM_WEAPON_SLOTS - 1; startindex = player.weapons.SlotSize(startslot) - 1; } slot = startslot; index = startindex; do { if (++index >= player.weapons.SlotSize(slot)) { index = 0; slotschecked++; if (++slot >= NUM_WEAPON_SLOTS) { slot = 0; } } let type = player.weapons.GetWeapon(slot, index); let weap = Weapon(FindInventory(type)); if (weap != null && weap.CheckAmmo(Weapon.EitherFire, false)) { return weap; } } while ((slot != startslot || index != startindex) && slotschecked <= NUM_WEAPON_SLOTS); } return ReadyWeapon; } //=========================================================================== // // FWeaponSlots :: PickPrevWeapon // // Returns the "previous" weapon for this player. If the current weapon is // not in a slot, then it just returns that weapon, since there's nothing to // consider it relative to. // //=========================================================================== virtual Weapon PickPrevWeapon() { let player = self.player; int startslot, startindex; bool found; int slotschecked = 0; [found, startslot, startindex] = FindMostRecentWeapon(); if (player.ReadyWeapon == null || found) { int slot; int index; if (player.ReadyWeapon == null) { startslot = 0; startindex = 0; } slot = startslot; index = startindex; do { if (--index < 0) { slotschecked++; if (--slot < 0) { slot = NUM_WEAPON_SLOTS - 1; } index = player.weapons.SlotSize(slot) - 1; } let type = player.weapons.GetWeapon(slot, index); let weap = Weapon(FindInventory(type)); if (weap != null && weap.CheckAmmo(Weapon.EitherFire, false)) { return weap; } } while ((slot != startslot || index != startindex) && slotschecked <= NUM_WEAPON_SLOTS); } return player.ReadyWeapon; } //============================================================================ // // P_BobWeapon // // [RH] Moved this out of A_WeaponReady so that the weapon can bob every // tic and not just when A_WeaponReady is called. Not all weapons execute // A_WeaponReady every tic, and it looks bad if they don't bob smoothly. // // [XA] Added new bob styles and exposed bob properties. Thanks, Ryan Cordell! // [SP] Added new user option for bob speed // //============================================================================ virtual Vector2 BobWeapon (double ticfrac) { Vector2 p1, p2, r; Vector2 result; let player = self.player; if (!player) return (0, 0); let weapon = player.ReadyWeapon; if (weapon == null || weapon.bDontBob) { return (0, 0); } // [XA] Get the current weapon's bob properties. int bobstyle = weapon.BobStyle; double BobSpeed = (weapon.BobSpeed * 128); double Rangex = weapon.BobRangeX; double Rangey = weapon.BobRangeY; for (int i = 0; i < 2; i++) { // Bob the weapon based on movement speed. ([SP] And user's bob speed setting) double angle = (BobSpeed * player.GetWBobSpeed() * 35 / TICRATE*(Level.maptime - 1 + i)) * (360. / 8192.); // [RH] Smooth transitions between bobbing and not-bobbing frames. // This also fixes the bug where you can "stick" a weapon off-center by // shooting it when it's at the peak of its swing. if (curbob != player.bob) { if (abs(player.bob - curbob) <= 1) { curbob = player.bob; } else { double zoom = MAX(1., abs(curbob - player.bob) / 40); if (curbob > player.bob) { curbob -= zoom; } else { curbob += zoom; } } } // The weapon bobbing intensity while firing can be adjusted by the player. double BobIntensity = (player.WeaponState & WF_WEAPONBOBBING) ? 1. : player.GetWBobFire(); if (curbob != 0) { double bobVal = player.bob; if (i == 0) { bobVal = prevBob; } //[SP] Added in decorate player.viewbob checks double bobx = (bobVal * BobIntensity * Rangex * ViewBob); double boby = (bobVal * BobIntensity * Rangey * ViewBob); switch (bobstyle) { case Bob_Normal: r.X = bobx * cos(angle); r.Y = boby * abs(sin(angle)); break; case Bob_Inverse: r.X = bobx*cos(angle); r.Y = boby * (1. - abs(sin(angle))); break; case Bob_Alpha: r.X = bobx * sin(angle); r.Y = boby * abs(sin(angle)); break; case Bob_InverseAlpha: r.X = bobx * sin(angle); r.Y = boby * (1. - abs(sin(angle))); break; case Bob_Smooth: r.X = bobx*cos(angle); r.Y = 0.5f * (boby * (1. - (cos(angle * 2)))); break; case Bob_InverseSmooth: r.X = bobx*cos(angle); r.Y = 0.5f * (boby * (1. + (cos(angle * 2)))); } } else { r = (0, 0); } if (i == 0) p1 = r; else p2 = r; } return p1 * (1. - ticfrac) + p2 * ticfrac; } virtual Vector3 /*translation*/ , Vector3 /*rotation*/ BobWeapon3D (double ticfrac) { Vector2 oldBob = BobWeapon(ticfrac); return (0, 0, 0) , ( oldBob.x / 4, oldBob.y / -4, 0); } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- virtual clearscope color GetPainFlash() const { Color painFlash = GetPainFlashForType(DamageTypeReceived); if (painFlash == 0) painFlash = DamageFade; return painFlash; } //=========================================================================== // // PlayerPawn :: ResetAirSupply // // Gives the player a full "tank" of air. If they had previously completely // run out of air, also plays the *gasp sound. Returns true if the player // was drowning. // //=========================================================================== virtual bool ResetAirSupply (bool playgasp = true) { let player = self.player; bool wasdrowning = (player.air_finished < Level.maptime); if (playgasp && wasdrowning) { A_StartSound("*gasp", CHAN_VOICE); } if (Level.airsupply > 0 && AirCapacity > 0) player.air_finished = Level.maptime + int(Level.airsupply * AirCapacity); else player.air_finished = int.max; return wasdrowning; } //=========================================================================== // // PlayerPawn :: PreTravelled // // Called before the player moves to another map, in case it needs to do // special clean-up. This is called right before all carried items // execute their respective PreTravelled() virtuals. // //=========================================================================== virtual void PreTravelled() {} //=========================================================================== // // PlayerPawn :: Travelled // // Called when the player moves to another map, in case it needs to do // special reinitialization. This is called after all carried items have // executed their respective Travelled() virtuals too. // //=========================================================================== virtual void Travelled() {} //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- native clearscope static String GetPrintableDisplayName(Class cls); native void CheckMusicChange(); native void CheckEnvironment(); native void CheckUse(); native void CheckWeaponButtons(); native void MarkPlayerSounds(); private native int SetupCrouchSprite(int c); private native clearscope Color GetPainFlashForType(Name type); } extend class Actor { //---------------------------------------------------------------------------- // // PROC A_SkullPop // This should really be in PlayerPawn but cannot be. // //---------------------------------------------------------------------------- void A_SkullPop(class skulltype = "BloodySkull") { // [GRB] Parameterized version if (skulltype == NULL || !(skulltype is "PlayerChunk")) { skulltype = "BloodySkull"; if (skulltype == NULL) return; } bSolid = false; let mo = PlayerPawn(Spawn (skulltype, Pos + (0, 0, 48), NO_REPLACE)); //mo.target = self; mo.Vel.X = Random2[SkullPop]() / 128.; mo.Vel.Y = Random2[SkullPop]() / 128.; mo.Vel.Z = 2. + (Random[SkullPop]() / 1024.); // Attach player mobj to bloody skull let player = self.player; self.player = NULL; mo.ObtainInventory (self); mo.player = player; mo.health = health; mo.Angle = Angle; if (player != NULL) { player.mo = mo; player.damagecount = 32; } for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].camera == self) { players[i].camera = mo; } } } } class PlayerChunk : PlayerPawn { Default { +NOSKIN -SOLID -SHOOTABLE -PICKUP -NOTDMATCH -FRIENDLY -SLIDESONWALLS -CANPUSHWALLS -FLOORCLIP -WINDTHRUST -TELESTOMP } } class PSprite : Object native play { enum PSPLayers { STRIFEHANDS = -1, WEAPON = 1, FLASH = 1000, TARGETCENTER = 0x7fffffff - 2, TARGETLEFT, TARGETRIGHT, }; native readonly State CurState; native Actor Caller; native readonly PSprite Next; native readonly PlayerInfo Owner; native SpriteID Sprite; native int Frame; //native readonly int RenderStyle; had to be blocked because the internal representation was not ok. Renderstyle is still pending a proper solution. native readonly int ID; native Bool processPending; native double x; native double y; native double oldx; native double oldy; native Vector2 baseScale; native Vector2 pivot; native Vector2 scale; native double rotation; native int HAlign, VAlign; native Vector2 Coord0; // [MC] Not the actual coordinates. Just the offsets by A_OverlayVertexOffset. native Vector2 Coord1; native Vector2 Coord2; native Vector2 Coord3; native double alpha; native Bool firstTic; native bool InterpolateTic; native int Tics; native TranslationID Translation; native bool bAddWeapon; native bool bAddBob; native bool bPowDouble; native bool bCVarFast; native bool bFlip; native bool bMirror; native bool bPlayerTranslated; native bool bPivotPercent; native bool bInterpolate; native void SetState(State newstate, bool pending = false); //------------------------------------------------------------------------ // // // //------------------------------------------------------------------------ void Tick() { if (processPending) { // drop tic count and possibly change state if (Tics != -1) // a -1 tic count never changes { Tics--; // [BC] Apply double firing speed. if (bPowDouble && Tics && (Owner.mo.FindInventory ("PowerDoubleFiringSpeed", true))) Tics--; if (!Tics && Caller != null) SetState(CurState.NextState); } } } void ResetInterpolation() { oldx = x; oldy = y; } } enum EPlayerState { PST_LIVE, // Playing or camping. PST_DEAD, // Dead on the ground, view follows killer. PST_REBORN, // Ready to restart/respawn??? PST_ENTER, // [BC] Entered the game PST_GONE // Player has left the game } enum EPlayerGender { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTRAL, GENDER_OTHER } struct PlayerInfo native play // self is what internally is known as player_t { // technically engine constants but the only part of the playsim using them is the player. const NOFIXEDCOLORMAP = -1; const NUMCOLORMAPS = 32; native PlayerPawn mo; native uint8 playerstate; native readonly uint buttons; native uint original_oldbuttons; native Class cls; native float DesiredFOV; native float FOV; native double viewz; native double viewheight; native double deltaviewheight; native double bob; native vector2 vel; native bool centering; native uint8 turnticks; native bool attackdown; native bool usedown; native uint oldbuttons; native int health; native clearscope int inventorytics; native uint8 CurrentPlayerClass; native int frags[MAXPLAYERS]; native int fragcount; native int lastkilltime; native uint8 multicount; native uint8 spreecount; native uint16 WeaponState; native Weapon ReadyWeapon; native Weapon PendingWeapon; native PSprite psprites; native int cheats; native int timefreezer; native int16 refire; native int16 inconsistent; native bool waiting; native int killcount; native int itemcount; native int secretcount; native uint damagecount; native uint bonuscount; native int hazardcount; native int hazardinterval; native Name hazardtype; native int poisoncount; native Name poisontype; native Name poisonpaintype; native Actor poisoner; native Actor attacker; native int extralight; native int16 fixedcolormap; native int16 fixedlightlevel; native int morphtics; native ClassMorphedPlayerClass; native int MorphStyle; native Class MorphExitFlash; native Weapon PremorphWeapon; native int chickenPeck; native int jumpTics; native bool onground; native int respawn_time; native Actor camera; native int air_finished; native Name LastDamageType; native Actor MUSINFOactor; native int8 MUSINFOtics; native bool settings_controller; native int8 crouching; native int8 crouchdir; native Bot bot; native float BlendR; native float BlendG; native float BlendB; native float BlendA; native String LogText; native double MinPitch; native double MaxPitch; native double crouchfactor; native double crouchoffset; native double crouchviewdelta; native Actor ConversationNPC; native Actor ConversationPC; native double ConversationNPCAngle; native bool ConversationFaceTalker; native @WeaponSlots weapons; native @UserCmd cmd; native readonly @UserCmd original_cmd; native bool PoisonPlayer(Actor poisoner, Actor source, int poison); native void PoisonDamage(Actor source, int damage, bool playPainSound); native void SetPsprite(int id, State stat, bool pending = false); native void SetSafeFlash(Weapon weap, State flashstate, int index); native PSprite GetPSprite(int id) const; native PSprite FindPSprite(int id) const; native void SetLogNumber (int text); native void SetLogText (String text); native void SetSubtitleNumber (int text, Sound sound_id = 0); native bool Resurrect(); native clearscope String GetUserName() const; native clearscope Color GetColor() const; native clearscope Color GetDisplayColor() const; native clearscope int GetColorSet() const; native clearscope int GetPlayerClassNum() const; native clearscope int GetSkin() const; native clearscope bool GetNeverSwitch() const; native clearscope int GetGender() const; native clearscope int GetTeam() const; native clearscope float GetAutoaim() const; native clearscope bool GetNoAutostartMap() const; native double GetWBobSpeed() const; native double GetWBobFire() const; native double GetMoveBob() const; native bool GetFViewBob() const; native double GetStillBob() const; native void SetFOV(float fov); native clearscope bool GetClassicFlight() const; native void SendPitchLimits(); native clearscope bool HasWeaponsInSlot(int slot) const; // The actual implementation is on PlayerPawn where it can be overridden. Use that directly in the future. deprecated("3.7", "MorphPlayer() should be used on a PlayerPawn object") bool MorphPlayer(PlayerInfo activator, class spawnType, int duration, EMorphFlags style, class enterFlash = "TeleportFog", class exitFlash = "TeleportFog") { return mo ? mo.MorphPlayer(activator, spawnType, duration, style, enterFlash, exitFlash) : false; } // This somehow got its arguments mixed up. 'self' should have been the player to be unmorphed, not the activator deprecated("3.7", "UndoPlayerMorph() should be used on a PlayerPawn object") bool UndoPlayerMorph(PlayerInfo player, EMorphFlags unmorphFlags = 0, bool force = false) { return player.mo ? player.mo.UndoPlayerMorph(self, unmorphFlags, force) : false; } deprecated("3.7", "DropWeapon() should be used on a PlayerPawn object") void DropWeapon() { if (mo != null) { mo.DropWeapon(); } } deprecated("3.7", "BringUpWeapon() should be used on a PlayerPawn object") void BringUpWeapon() { if (mo) mo.BringUpWeapon(); } clearscope bool IsTotallyFrozen() const { return gamestate == GS_TITLELEVEL || (cheats & CF_TOTALLYFROZEN) || mo.isFrozen(); } void Uncrouch() { if (crouchfactor != 1) { crouchfactor = 1; crouchoffset = 0; crouchdir = 0; crouching = 0; crouchviewdelta = 0; viewheight = mo.ViewHeight; } } clearscope int fragSum () const { int i; int allfrags = 0; int playernum = mo.PlayerNumber(); for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && i!=playernum) { allfrags += frags[i]; } } // JDC hack - negative frags. allfrags -= frags[playernum]; return allfrags; } double GetDeltaViewHeight() { return (mo.ViewHeight + crouchviewdelta - viewheight) / 8; } } struct PlayerClass native { native class Type; native uint Flags; native Array Skins; native bool CheckSkin(int skin); native void EnumColorsets(out Array data); native Name GetColorsetName(int setnum); } struct PlayerSkin native { native readonly String SkinName; native readonly String Face; native readonly uint8 gender; native readonly uint8 range0start; native readonly uint8 range0end; native readonly bool othergame; native readonly Vector2 Scale; native readonly int sprite; native readonly int crouchsprite; native readonly int namespc; }; struct Team native { const NoTeam = 255; const Max = 16; native String mName; }